#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNor;
layout (location = 2) in vec3 aColor;
layout (location = 3) in float aID;
out vec3 ourNor;
out vec3 FragPos;
out vec3 Color;
uniform vec4 IDs;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
	FragPos = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
	ourNor = aNor;
	if (aID == IDs.w)
		Color = vec3(1.0f, 0, 0);
	/*else if (aID == IDs.x || aID == IDs.y || aID == IDs.z)
		Color = vec3(0, 0, 0);*/
	else	
		Color = aColor;
}